Hi All, just a reminder the survey will be open for 3 more days and will be closed on Tuesday the 15th.
Hi HyperspaceMadness i know its not possible to get two separate reflections at the same time, but do you think something like that can be done? like a screen bezel reflection and another one for the remaining image, or maybe just one reflection but aplied to the screen bezel and the outside image at the same time?
I have no knowledge in that subject, sorry if my question is too dumbNo it’s not dumb
We would have to add an option in the reflection fading to keep the out from the edge of the screen to the inner edge of the frame, then fade back up outside the frame. I think that might be all the new features necessary on top of the new version. In the new version we can just set the mask for the reflection to go everywhere outside of the tube, and then set the frame depth order to go overtop everything.
Edit: This also means that the reflection could go on top of the frame as well if desired.
Oh man i was talking to Duimon about that, for my taste it would be the best when i play my games, seeing the reflection on the screen bezel and the glass effect outside on it, keeping all in motion and avoiding possible screen burn in at the same time. Its really wonderful what you have done in such small time with this shader.
Edit: For me it would be the most inmersive way to play retro games in modern displays, 1080p or 4K.
Yes I’m planning to have this in the next version
Is there any reason why it isn’t supposed to run on DirectX?
Is it just that difficult to integrate, or is there some legal mumbo-jumbo behind that?
Not every device here supports Vulkan you know…
I think you can use GLCore (OpenGL) as an alternative to load .slangp shaders.
The problem with my device is, it’s solely reliant on D3DX11.
Every single game runs about 20 times worse on GL as a result. Maybe my problem is that I just own a crappy laptop that’s too weak to run Vulkan.
All I know is that when I’ve tried to run it in dx11 and it wouldn’t load. It’s probably because of some lower level compatibility issue.
Sad, but maybe true. I have many android devices that can run RA but only one can even use a simple shader without slowing down too much to be playable.
I’m sure a AAA phone or similar specs would do better.
HSMs shader really needs a fairly decent video card. The hybrid option runs pretty good on a GTX 750 Ti but even then I can’t play anything newer than 5th generation consoles.
I haven’t played on the console in a long time and I don’t remember which look is closest to reality. Which configuration should I choose?
Hmm reality, this one is hard to answer the traditional genesis was composite and had a poor composite encoder so it generated a lot of blur and lots of rainbowing, but it did a really nice job of making the waterfall transparent looking.
So for the waterfall transparency I think mode 3 is good, the only problem with mode 3 is that sometimes it blends side by side pixels “incorrectly”
So if you don’t mind how it blends side by side pixels then mode 3 is great.
In the next version I’m going to include @Hyllian’s awesome Gendpt which is good at blending stuff together without the artificial blending of close by vertical stripes as much.
I started some tests with the night mode and I really liked it. I even created a led layer for my background. I really liked the result.
I don’t have the latest version of Mega Bezel.: I don’t know exactly what these red circled options do. Would you have an example with images?
Yeah the LED layer is a lot of fun since it is independent of the night mode, so everything else gets darker except the screen and leds, we can thank @duimon for this excellent request and great image used for the night mode.
I think @duimon might have some good examples of this, he has used the decal image and top image for some stuff.
In it’s simplest form the [DECALIMAGE] Layer is used for exactly that, a Decal, (Usually a logo.) on the bezel frame.
This was the original reason I requested it from HSM.
In this next case I used it for the highlight on the glass.
Yet again I used it for the vintage details on the monitor here…
The [TOPIMAGELAYER] was the first layer I asked for and it was originally used for both the decal and/or the night image. HSM has since added those images as separate layers, along with the LED.
Going forward the top Image layer is called the “top image extra layer”, (Or something like that.) and it is the only layer we don’t have a preconceived use for, it is meant for things we haven’t thought of, or out-of-the-box things. It also has the ability to ignore the night image so I have used it as an additional LED layer when needed.
The blending modes allow, for example, an LED image that is the LED on a black background. “Add” blending makes the black transparent.
The mask stuff at the end masks out the area you select. In the next examples it is used to mask the LED layer to “Frame+” so it is revealed when the bezel is scaled.
Default. Scaled!@Duimon,thanks for the explanations. Valuable tips for any needs.
I am wondering if there is any way to implement a glass layer for the tube, which automatically adjusts to screen.
Is there any interest in separating preset menu options into groups, avoiding a long screen scroll? It would be possible?
It’s already implemented. In the release version it is the [TUBE] Tube Glass Highlight Opacity (Image) parameter.
There is interest. It is currently not possible.
How did you do that? What option enables this night mode?